/***
*
*       Copyright (c) 1999, Valve LLC. All rights reserved.
*       
*       This product contains software technology licensed from Id 
*       Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*       All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/
//
// Misc utility code
//
#define	SVC_DIRECTOR		51

inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent );  // implementation later in this file

extern globalvars_t                             *gpGlobals;

// Use this instead of ALLOC_STRING on constant strings
//#define STRING(offset)          ((const char *)(gpGlobals->pStringBase + (int)offset))
//#define MAKE_STRING(str)        ((int)str - (int)STRING(0))
inline const char *STRING(long offset) {return (const char *)(gpGlobals->pStringBase + (long)offset);}
inline long MAKE_STRING(const char *str) {return (long)str - (long)STRING(0);}

inline edict_t *FIND_ENTITY_BY_CLASSNAME(edict_t *entStart, const char *pszName) 
{
        return FIND_ENTITY_BY_STRING(entStart, "classname", pszName);
}       

inline edict_t *FIND_ENTITY_BY_TARGETNAME(edict_t *entStart, const char *pszName) 
{
        return FIND_ENTITY_BY_STRING(entStart, "targetname", pszName);
}       

// for doing a reverse lookup. Say you have a door, and want to find its button.
inline edict_t *FIND_ENTITY_BY_TARGET(edict_t *entStart, const char *pszName) 
{
        return FIND_ENTITY_BY_STRING(entStart, "target", pszName);
}       

// Keeps clutter down a bit, when writing key-value pairs
#define WRITEKEY_INT(pf, szKeyName, iKeyValue) ENGINE_FPRINTF(pf, "\"%s\" \"%d\"\n", szKeyName, iKeyValue)
#define WRITEKEY_FLOAT(pf, szKeyName, flKeyValue)                                                               \
                ENGINE_FPRINTF(pf, "\"%s\" \"%f\"\n", szKeyName, flKeyValue)
#define WRITEKEY_STRING(pf, szKeyName, szKeyValue)                                                              \
                ENGINE_FPRINTF(pf, "\"%s\" \"%s\"\n", szKeyName, szKeyValue)
#define WRITEKEY_VECTOR(pf, szKeyName, flX, flY, flZ)                                                   \
                ENGINE_FPRINTF(pf, "\"%s\" \"%f %f %f\"\n", szKeyName, flX, flY, flZ)

// Keeps clutter down a bit, when using a float as a bit-vector
#define SetBits(flBitVector, bits)              ((flBitVector) = (int)(flBitVector) | (bits))
#define ClearBits(flBitVector, bits)    ((flBitVector) = (int)(flBitVector) & ~(bits))
#define FBitSet(flBitVector, bit)               ((int)(flBitVector) & (bit))

// Makes these more explicit, and easier to find
#define FILE_GLOBAL static
#define DLL_GLOBAL

// Until we figure out why "const" gives the compiler problems, we'll just have to use
// this bogus "empty" define to mark things as constant.
#define CONSTANT

// More explicit than "int"
typedef int EOFFSET;

// In case it's not alread defined
typedef int BOOL;

// In case this ever changes
#define M_PI                    3.14159265358979323846

// Keeps clutter down a bit, when declaring external entity/global method prototypes
#define DECLARE_GLOBAL_METHOD(MethodName)  extern void DLLEXPORT MethodName( void )
#define GLOBAL_METHOD(funcname)                                 void DLLEXPORT funcname(void)

// This is the glue that hooks .MAP entity class names to our CPP classes
// The _declspec forces them to be exported by name so we can do a lookup with GetProcAddress()
// The function is used to intialize / allocate the object for the entity
#ifdef _WIN32
#define LINK_ENTITY_TO_CLASS(mapClassName,DLLClassName) \
        extern "C" __declspec( dllexport ) void mapClassName( entvars_t *pev ); \
        void mapClassName( entvars_t *pev ) { GetClassPtr( (DLLClassName *)pev ); }
#else
#define LINK_ENTITY_TO_CLASS(mapClassName,DLLClassName) extern "C" void mapClassName( entvars_t *pev ); void mapClassName( entvars_t *pev ) { GetClassPtr( (DLLClassName *)pev ); }
#endif


//
// Conversion among the three types of "entity", including identity-conversions.
//
#ifdef DEBUG
        extern edict_t *DBG_EntOfVars(const entvars_t *pev);
        inline edict_t *ENT(const entvars_t *pev)       { return DBG_EntOfVars(pev); }
#else
        inline edict_t *ENT(const entvars_t *pev)       { return pev->pContainingEntity; }
#endif
inline edict_t *ENT(edict_t *pent)              { return pent; }
inline edict_t *ENT(EOFFSET eoffset)                    { return (*g_engfuncs.pfnPEntityOfEntOffset)(eoffset); }
inline EOFFSET OFFSET(EOFFSET eoffset)                  { return eoffset; }
inline EOFFSET OFFSET(const edict_t *pent)      
{ 
#ifdef _DEBUG
        if ( !pent )
                ALERT( at_error, "Bad ent in OFFSET()\n" );
#endif
        return (*g_engfuncs.pfnEntOffsetOfPEntity)(pent); 
}
inline EOFFSET OFFSET(entvars_t *pev)                           
{ 
#ifdef _DEBUG
        if ( !pev )
                ALERT( at_error, "Bad pev in OFFSET()\n" );
#endif
        return OFFSET(ENT(pev)); 
}
inline entvars_t *VARS(entvars_t *pev)                                  { return pev; }

inline entvars_t *VARS(edict_t *pent)                   
{ 
        if ( !pent )
                return NULL;

        return &pent->v; 
}

inline entvars_t* VARS(EOFFSET eoffset)                         { return VARS(ENT(eoffset)); }
inline int        ENTINDEX(edict_t *pEdict)                     { return (*g_engfuncs.pfnIndexOfEdict)(pEdict); }
inline edict_t* INDEXENT( int iEdictNum )               { return (*g_engfuncs.pfnPEntityOfEntIndex)(iEdictNum); }
inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent ) {
        (*g_engfuncs.pfnMessageBegin)(msg_dest, msg_type, pOrigin, ENT(ent));
}

// Testing the three types of "entity" for nullity
#define eoNullEntity 0
inline BOOL FNullEnt(EOFFSET eoffset)                   { return eoffset == 0; }
inline BOOL FNullEnt(const edict_t* pent)       { return pent == NULL || FNullEnt(OFFSET(pent)); }
inline BOOL FNullEnt(entvars_t* pev)                            { return pev == NULL || FNullEnt(OFFSET(pev)); }

// Testing strings for nullity
#define iStringNull 0
inline BOOL FStringNull(int iString)                    { return iString == iStringNull; }

#define cchMapNameMost 32

// Dot products for view cone checking
#define VIEW_FIELD_FULL         (float)-1.0 // +-180 degrees
#define VIEW_FIELD_WIDE         (float)-0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks 
#define VIEW_FIELD_NARROW       (float)0.7 // +-45 degrees, more narrow check used to set up ranged attacks
#define VIEW_FIELD_ULTRA_NARROW (float)0.9 // +-25 degrees, more narrow check used to set up ranged attacks

// All monsters need this data
#define         DONT_BLEED                      -1
#define         BLOOD_COLOR_RED         (BYTE)247
#define         BLOOD_COLOR_YELLOW      (BYTE)195
#define         BLOOD_COLOR_GREEN       BLOOD_COLOR_YELLOW

typedef enum 
{

        MONSTERSTATE_NONE = 0,
        MONSTERSTATE_IDLE,
        MONSTERSTATE_COMBAT,
        MONSTERSTATE_ALERT,
        MONSTERSTATE_HUNT,
        MONSTERSTATE_PRONE,
        MONSTERSTATE_SCRIPT,
        MONSTERSTATE_PLAYDEAD,
        MONSTERSTATE_DEAD

} MONSTERSTATE;



// Things that toggle (buttons/triggers/doors) need this
typedef enum
        {
        TS_AT_TOP,
        TS_AT_BOTTOM,
        TS_GOING_UP,
        TS_GOING_DOWN
        } TOGGLE_STATE;

// Misc useful
#include "string.h"
inline BOOL FStrEq(const char*sz1, const char*sz2)
        { return (strcmp(sz1, sz2) == 0); }
inline BOOL FClassnameIs(edict_t* pent, const char* szClassname)
        { return FStrEq(STRING(VARS(pent)->classname), szClassname); }
inline BOOL FClassnameIs(entvars_t* pev, const char* szClassname)
        { return FStrEq(STRING(pev->classname), szClassname); }

// Misc. Prototypes
extern void                     UTIL_SetSize                    (entvars_t* pev, const Vector &vecMin, const Vector &vecMax);
extern float            UTIL_VecToYaw                   (const Vector &vec);
extern Vector           UTIL_VecToAngles                (const Vector &vec);
extern float            UTIL_AngleMod                   (float a);
extern float            UTIL_AngleDiff                  ( float destAngle, float srcAngle );

#define UTIL_EntitiesInPVS(pent)                        (*g_engfuncs.pfnEntitiesInPVS)(pent)
extern void                     UTIL_MakeVectors                (const Vector &vecAngles);

inline void UTIL_MakeVectorsPrivate( Vector &vecAngles, float *p_vForward, float *p_vRight, float *p_vUp )
{
        g_engfuncs.pfnAngleVectors( vecAngles, p_vForward, p_vRight, p_vUp );
}

extern void                     UTIL_MakeAimVectors             ( const Vector &vecAngles ); // like MakeVectors, but assumes pitch isn't inverted
extern void                     UTIL_MakeInvVectors             ( const Vector &vec, globalvars_t *pgv );

extern void                     UTIL_SetOrigin                  ( entvars_t* pev, const Vector &vecOrigin );
extern void                     UTIL_EmitAmbientSound   ( edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch );
extern void                     UTIL_ParticleEffect             ( const Vector &vecOrigin, const Vector &vecDirection, ULONG ulColor, ULONG ulCount );
extern void                     UTIL_ScreenShake                ( const Vector &center, float amplitude, float frequency, float duration, float radius );
extern void                     UTIL_ScreenShakeAll             ( const Vector &center, float amplitude, float frequency, float duration );
extern void                     UTIL_ShowMessageAll             ( const char *pString );
extern void                     UTIL_ScreenFadeAll              ( const Vector &color, float fadeTime, float holdTime, int alpha, int flags );

typedef enum { ignore_monsters=1, dont_ignore_monsters=0, missile=2 } IGNORE_MONSTERS;
typedef enum { ignore_glass=1, dont_ignore_glass=0 } IGNORE_GLASS;
extern void                     UTIL_TraceLine                  (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr);
extern void                     UTIL_TraceLine                  (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, IGNORE_GLASS ignoreGlass, edict_t *pentIgnore, TraceResult *ptr);
typedef enum { point_hull=0, human_hull=1, large_hull=2, head_hull=3 } hull_enum;
extern void                     UTIL_TraceHull                  (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr);
extern TraceResult      UTIL_GetGlobalTrace             (void);
extern void                     UTIL_TraceModel                 (const Vector &vecStart, const Vector &vecEnd, int hullNumber, edict_t *pentModel, TraceResult *ptr);
extern Vector           UTIL_GetAimVector               (edict_t* pent, float flSpeed);
extern int                      UTIL_PointContents              (const Vector &vec);

extern void                     UTIL_BloodStream( const Vector &origin, const Vector &direction, int color, int amount );
extern void                     UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount );
extern Vector           UTIL_RandomBloodVector( void );
extern BOOL                     UTIL_ShouldShowBlood( int bloodColor );
extern void                     UTIL_BloodDecalTrace( TraceResult *pTrace, int bloodColor );
extern void                     UTIL_DecalTrace( TraceResult *pTrace, int decalNumber );
extern void                     UTIL_PlayerDecalTrace( TraceResult *pTrace, int playernum, int decalNumber, BOOL bIsCustom );
extern void                     UTIL_GunshotDecalTrace( TraceResult *pTrace, int decalNumber );
extern void                     UTIL_Sparks( const Vector &position );
extern void                     UTIL_Ricochet( const Vector &position, float scale );
extern void                     UTIL_StringToVector( float *pVector, const char *pString );
extern void                     UTIL_StringToIntArray( int *pVector, int count, const char *pString );
extern Vector           UTIL_ClampVectorToBox( const Vector &input, const Vector &clampSize );
extern float            UTIL_Approach( float target, float value, float speed );
extern float            UTIL_ApproachAngle( float target, float value, float speed );
extern float            UTIL_AngleDistance( float next, float cur );

extern char                     *UTIL_VarArgs( char *format, ... );
extern BOOL                     UTIL_IsValidEntity( edict_t *pent );
extern BOOL                     UTIL_TeamsMatch( const char *pTeamName1, const char *pTeamName2 );

// Use for ease-in, ease-out style interpolation (accel/decel)
extern float            UTIL_SplineFraction( float value, float scale );

// Search for water transition along a vertical line
extern float            UTIL_WaterLevel( const Vector &position, float minz, float maxz );
extern void                     UTIL_Bubbles( Vector mins, Vector maxs, int count );
extern void                     UTIL_BubbleTrail( Vector from, Vector to, int count );

// allows precacheing of other entities
extern void                     UTIL_PrecacheOther( const char *szClassname );

// prints a message to each client
extern void                     UTIL_ClientPrintAll( int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );
inline void                     UTIL_CenterPrintAll( const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL ) 
{
        UTIL_ClientPrintAll( HUD_PRINTCENTER, msg_name, param1, param2, param3, param4 );
}

class CBasePlayerItem;
class CBasePlayer;
extern BOOL UTIL_GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon );

// prints messages through the HUD
extern void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );

typedef struct hudtextparms_s
{
        float           x;
        float           y;
        int                     effect;
        byte            r1, g1, b1, a1;
        byte            r2, g2, b2, a2;
        float           fadeinTime;
        float           fadeoutTime;
        float           holdTime;
        float           fxTime;
        int                     channel;
} hudtextparms_t;

// prints as transparent 'title' to the HUD
extern void                     UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage );

// for handy use with ClientPrint params
extern char *UTIL_dtos1( int d );
extern char *UTIL_dtos2( int d );
extern char *UTIL_dtos3( int d );
extern char *UTIL_dtos4( int d );

// Writes message to console with timestamp and FragLog header.
extern void                     UTIL_LogPrintf( char *fmt, ... );

// Sorta like FInViewCone, but for nonmonsters. 
extern float UTIL_DotPoints ( const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir );

extern void UTIL_StripToken( const char *pKey, char *pDest );// for redundant keynames

// Misc functions
extern void SetMovedir(entvars_t* pev);
extern Vector VecBModelOrigin( entvars_t* pevBModel );
extern int BuildChangeList( LEVELLIST *pLevelList, int maxList );

//
// How did I ever live without ASSERT?
//
#ifdef  DEBUG
void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage);
#define ASSERT(f)               DBG_AssertFunction(f, #f, __FILE__, __LINE__, NULL)
#define ASSERTSZ(f, sz) DBG_AssertFunction(f, #f, __FILE__, __LINE__, sz)
#else   // !DEBUG
#define ASSERT(f)
#define ASSERTSZ(f, sz)
#endif  // !DEBUG


extern DLL_GLOBAL const Vector g_vecZero;

//
// Constants that were used only by QC (maybe not used at all now)
//
// Un-comment only as needed
//
#define LANGUAGE_ENGLISH                                0
#define LANGUAGE_GERMAN                                 1
#define LANGUAGE_FRENCH                                 2
#define LANGUAGE_BRITISH                                3

extern DLL_GLOBAL int                   g_Language;

#define AMBIENT_SOUND_STATIC                    0       // medium radius attenuation
#define AMBIENT_SOUND_EVERYWHERE                1
#define AMBIENT_SOUND_SMALLRADIUS               2
#define AMBIENT_SOUND_MEDIUMRADIUS              4
#define AMBIENT_SOUND_LARGERADIUS               8
#define AMBIENT_SOUND_START_SILENT              16
#define AMBIENT_SOUND_NOT_LOOPING               32

#define SPEAKER_START_SILENT                    1       // wait for trigger 'on' to start announcements

#define SND_SPAWNING            (1<<8)          // duplicated in protocol.h we're spawing, used in some cases for ambients 
#define SND_STOP                        (1<<5)          // duplicated in protocol.h stop sound
#define SND_CHANGE_VOL          (1<<6)          // duplicated in protocol.h change sound vol
#define SND_CHANGE_PITCH        (1<<7)          // duplicated in protocol.h change sound pitch

#define LFO_SQUARE                      1
#define LFO_TRIANGLE            2
#define LFO_RANDOM                      3

// func_rotating
#define SF_BRUSH_ROTATE_Y_AXIS          0
#define SF_BRUSH_ROTATE_INSTANT         1
#define SF_BRUSH_ROTATE_BACKWARDS       2
#define SF_BRUSH_ROTATE_Z_AXIS          4
#define SF_BRUSH_ROTATE_X_AXIS          8
#define SF_PENDULUM_AUTO_RETURN         16
#define SF_PENDULUM_PASSABLE            32


#define SF_BRUSH_ROTATE_SMALLRADIUS     128
#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
#define SF_BRUSH_ROTATE_LARGERADIUS 512

#define PUSH_BLOCK_ONLY_X       1
#define PUSH_BLOCK_ONLY_Y       2

#define VEC_HULL_MIN            Vector(-16, -16, -36)
#define VEC_HULL_MAX            Vector( 16,  16,  36)
#define VEC_HUMAN_HULL_MIN      Vector( -16, -16, 0 )
#define VEC_HUMAN_HULL_MAX      Vector( 16, 16, 72 )
#define VEC_HUMAN_HULL_DUCK     Vector( 16, 16, 36 )

#define VEC_VIEW                        Vector( 0, 0, 28 )

#define VEC_DUCK_HULL_MIN       Vector(-16, -16, -18 )
#define VEC_DUCK_HULL_MAX       Vector( 16,  16,  18)
#define VEC_DUCK_VIEW           Vector( 0, 0, 12 )

#define SVC_TEMPENTITY          23
#define SVC_INTERMISSION        30
#define SVC_CDTRACK                     32
#define SVC_WEAPONANIM          35
#define SVC_ROOMTYPE            37
#define SVC_HLTV                        50

// prxoy director stuff
#define DRC_EVENT                       3       // informs the dircetor about ann important game event

#define DRC_FLAG_PRIO_MASK              0x0F    //      priorities between 0 and 15 (15 most important)
#define DRC_FLAG_DRAMATIC               (1<<5)

// triggers
#define SF_TRIGGER_ALLOWMONSTERS        1// monsters allowed to fire this trigger
#define SF_TRIGGER_NOCLIENTS            2// players not allowed to fire this trigger
#define SF_TRIGGER_PUSHABLES            4// only pushables can fire this trigger

// func breakable
#define SF_BREAK_TRIGGER_ONLY   1// may only be broken by trigger
#define SF_BREAK_TOUCH                  2// can be 'crashed through' by running player (plate glass)
#define SF_BREAK_PRESSURE               4// can be broken by a player standing on it
#define SF_BREAK_CROWBAR                256// instant break if hit with crowbar

// func_pushable (it's also func_breakable, so don't collide with those flags)
#define SF_PUSH_BREAKABLE               128

#define SF_LIGHT_START_OFF              1

#define SPAWNFLAG_NOMESSAGE     1
#define SPAWNFLAG_NOTOUCH       1
#define SPAWNFLAG_DROIDONLY     4

#define SPAWNFLAG_USEONLY       1               // can't be touched, must be used (buttons)

#define TELE_PLAYER_ONLY        1
#define TELE_SILENT                     2

#define SF_TRIG_PUSH_ONCE               1


// Sound Utilities

// sentence groups
#define CBSENTENCENAME_MAX 16
#define CVOXFILESENTENCEMAX             1536            // max number of sentences in game. NOTE: this must match
                                                                                        // CVOXFILESENTENCEMAX in engine\sound.h!!!

extern char gszallsentencenames[CVOXFILESENTENCEMAX][CBSENTENCENAME_MAX];
extern int gcallsentences;

int USENTENCEG_Pick(int isentenceg, char *szfound);
int USENTENCEG_PickSequential(int isentenceg, char *szfound, int ipick, int freset);
void USENTENCEG_InitLRU(unsigned char *plru, int count);

void SENTENCEG_Init();
void SENTENCEG_Stop(edict_t *entity, int isentenceg, int ipick);
int SENTENCEG_PlayRndI(edict_t *entity, int isentenceg, float volume, float attenuation, int flags, int pitch);
int SENTENCEG_PlayRndSz(edict_t *entity, const char *szrootname, float volume, float attenuation, int flags, int pitch);
int SENTENCEG_PlaySequentialSz(edict_t *entity, const char *szrootname, float volume, float attenuation, int flags, int pitch, int ipick, int freset);
int SENTENCEG_GetIndex(const char *szrootname);
int SENTENCEG_Lookup(const char *sample, char *sentencenum);

void TEXTURETYPE_Init();
char TEXTURETYPE_Find(char *name);
float TEXTURETYPE_PlaySound(TraceResult *ptr,  Vector vecSrc, Vector vecEnd, int iBulletType);

// NOTE: use EMIT_SOUND_DYN to set the pitch of a sound. Pitch of 100
// is no pitch shift.  Pitch > 100 up to 255 is a higher pitch, pitch < 100
// down to 1 is a lower pitch.   150 to 70 is the realistic range.
// EMIT_SOUND_DYN with pitch != 100 should be used sparingly, as it's not quite as
// fast as EMIT_SOUND (the pitchshift mixer is not native coded).

void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation,
                                                   int flags, int pitch);


inline void EMIT_SOUND(edict_t *entity, int channel, const char *sample, float volume, float attenuation)
{
        EMIT_SOUND_DYN(entity, channel, sample, volume, attenuation, 0, PITCH_NORM);
}

inline void STOP_SOUND(edict_t *entity, int channel, const char *sample)
{
        EMIT_SOUND_DYN(entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM);
}

void EMIT_SOUND_SUIT(edict_t *entity, const char *sample);
void EMIT_GROUPID_SUIT(edict_t *entity, int isentenceg);
void EMIT_GROUPNAME_SUIT(edict_t *entity, const char *groupname);

#define PRECACHE_SOUND_ARRAY( a ) \
        { for (int i = 0; i < ARRAYSIZE( a ); i++ ) PRECACHE_SOUND((char *) a [i]); }

#define EMIT_SOUND_ARRAY_DYN( chan, array ) \
        EMIT_SOUND_DYN ( ENT(pev), chan , array [ RANDOM_LONG(0,ARRAYSIZE( array )-1) ], 1.0, ATTN_NORM, 0, RANDOM_LONG(95,105) ); 

#define RANDOM_SOUND_ARRAY( array ) (array) [ RANDOM_LONG(0,ARRAYSIZE( (array) )-1) ]

#define PLAYBACK_EVENT( flags, who, index ) PLAYBACK_EVENT_FULL( flags, who, index, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
#define PLAYBACK_EVENT_DELAY( flags, who, index, delay ) PLAYBACK_EVENT_FULL( flags, who, index, delay, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );

#define GROUP_OP_AND    0
#define GROUP_OP_NAND   1

extern int g_groupmask;
extern int g_groupop;

class UTIL_GroupTrace
{
public:
        UTIL_GroupTrace( int groupmask, int op );
        ~UTIL_GroupTrace( void );

private:
        int m_oldgroupmask, m_oldgroupop;
};

void UTIL_SetGroupTrace( int groupmask, int op );
void UTIL_UnsetGroupTrace( void );

int UTIL_SharedRandomLong( unsigned int seed, int low, int high );
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high );

float UTIL_WeaponTimeBase( void );
